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recruit.net Launches Largest Job Search Engine for Malaysia

  Recruit.net Launches Largest Job Search Engine For Malaysia… 

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Find Tens of Thousands of Malaysian Jobs from Hundreds of Websites in a Single Search: http://malaysia.recruit.net..

Kuala Lumpur, Malaysia August 27, 2007 Recruit.net announced today the launch of a new search engine for Malaysia jobs. In one simple search, the service gives job seekers free access to thousands of opportunities from hundreds of websites in Malaysia.

Launched in Hong Kong in 2006, Recruit.net is the leading search engine for jobs in Asia Pacific, with over 3 million job listings from across the region, including Singapore, Japan, India, Australia, and China.

Recruit.net uses proprietary technology to provide the most comprehensive, relevant and fresh job search site in Malaysia that includes job listings from hundreds of websites, newspapers, recruitment agencies, associations, and companies directly.

In contrast to traditional job sites that only display jobs from their paying clients, Recruit.net puts job seekers first by allowing them to search jobs from hundreds of websites simultaneously. With thousands of new jobs every week, Malaysia.recruit.net gives people a brand new way to search for jobs in Malaysia. Job postings include full time, part-time and all levels of pay from waiters up to CEO�s

” It�s great to finally have a job search engine for all Malaysia jobs, this type of service has been hugely successful in the USA and was sorely missing in Malaysia� said Malaysia full time blogger Liew Cheon Fong, author LiewCF.com, one of the most popular blogs in South East Asia.

�We believe that people just want one place from where they can quickly and easily search and track all the jobs that match their interest, and this is basically the core of our service. Malaysia is the perfect country for our further international expansion and we are very excited to rolling out our service here.� Said Maneck Mohan Founder of Recruit.net

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About Recruit.net

Recruit.net (www.recruit.net) is a Hong Kong based company that operates an international network of trilingual job search engines. Utilizing proprietary search technology Recruit.net enables job seekers to instantly search millions of jobs from thousands of companies across the world. Recruit.net provides a range of features to its users including, online salary checks, job trends, the ability to upload resumes and receive job alerts via email or RSS feeds.
Recruit.net also operates a Pay-Per-Click advertising network called adnet that provides advertisers with the ability to deliver measurable, cost-effective online advertising across a growing international network of partner sites and affiliates.

For more information, please visit http://www.recruit.net

 

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Seed Money: USD 2mil Funding Virtual-World Innovations – itsReal

The MacArthur foundation is accepting applications until Oct. 15 in two categories: one for “entrepreneurs and builders of new digital environments for informal learning,” with prizes of $250,000 and $100,000; the other for “communicators in connecting, mobilizing, circulating or translating new ideas around digital media and learning,” with prizes from $30,000 to $75,000. Winners are to be announced in January. 

The John D. and Catherine T. MacArthur Foundation continues to pour money into explorations of digital media and virtual worlds — and we’re not talking Linden dollars here.

The giant Chicago philanthropy is creating prizes totaling US$2 million to recognize innovation in digital media and learning. It also is funding a series of programs at the Second Life Community convention, to be held Aug. 24-26 in Chicago. (For the uninitiated, Linden dollars are the currency of that online virtual world known as Second Life.)

MacArthur said the new awards are part of the five-year, $50 million program it announced last fall to explore the influence of digital technologies on young people’s learning, play and civic participation.

Read More: TechNewsWorld 

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This week in Virtual Worlds Weekly – it’sReal

Virtual Worlds Weekly – Volume 1, Issue 16 – June 15, 2007
http://www.VirtualWorldsWeekly.com
Need to know what’s going on daily? Visit www.VirtualWorldsNews.com

This Week’s News

Doppelganger Partners with Kitson and Rocawear
Two VCs Invest in Indian Virtual World Game Developer
Second Life to Have Standardized Voice Within Months
Playboy Opens Up in Second Life (includes exclusive interviews)
Faketown talks Fighting Carbon Emissions and Marketing in 2D (includes exclusive interviews)
MindArk Discusses China’s Upcoming World in Entropia (includes exclusive interviews)
Metabirds and Centric Discuss Second Life and HiPiHi (includes exclusive interviews)
Eduserv Invests £333,000 into Virtual Worlds Eduction Research
Children’s MMOs in the New York Times
Korea Establishing User-Created Content Censorship Rules
Open source Second Life add-ons still months away
Windlight Goes Open Source
Areae Picking Up Steam Prior To Launch

New Product News

Forterra’s New SDK Signals Shift from Service Company to Software Company
MEGACITY Creating Business-Friendly Virtual Tokyos
Empire of Sports, First Sports-Based Virtual World to Launch
Sony Announces Free Realms: Free-to-Play Virtual World
Update: Japan based Co-Core to launch Tokyo Reproduction Virtual World
MTV Launches Virtual Lower East Side: 5th Virtual World in 9 Months
Lego Universe Virtual World To Have Community Features?

Announcements

Virtual Worlds Fall Conference and Expo – October 10-11, 2007 – San Jose – Early Registration is now open –
VW Fall – Official Hotel Discount Set – book your room now.

Market Research

82 Percent of IT Leaders See Opportunity in Virtual Worlds
Analysts Predict Political Pullout From Virtual Worlds
Canadians Warming Up to Social Networking, Not Virtual Worlds
30 Percent of Top 100 Dutch Companies Involved in Virtual Worlds
Most Second Life Users Likely to Buy Virtual Goods
20 Percent of Interactive Agencies Look to Virtual Worlds

Briefly Noted

Virtual Worlds As Data Center Organizers?
Search for Missing Girl to Enter Second Life
Interview: Sparter Talks Virtual Gold Trade, Farming, and Property Rights

Who’s New to Second Life this Week (13 firms referenced)

Virtual Worlds Weekly Contact Information

Contact us

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Virtual Worlds – A Positive Report from the Chicago Tribune

Cutting edge tech makes the virtual world your oyster
by Stevenson Swanson
Chicago Tribune (MCT)

31 March 2007

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From being a flat presence on a computer screen, the Web is rapidly morphing into a three-dimensional virtual world.

Powered by such popular social-networking sites as Second Life and There.com, where users represent themselves with animated figures called avatars, virtual technology is finding a host of new applications that are likely to prove as revolutionary as the rapid rise of the Internet a decade ago.

From holding virtual training meetings with employees to visiting your doctor for a 3-D check-up or spending time in a virtual Elizabethan world to learn about Shakespeare’s plays, the possibilities for virtual technology are unpredictable but almost limitless, according to business executives, tech-savvy designers, and marketing consultants.

“This is going to be one freaky-deaky 21st century,” said Jerry Paffendorf, the “resident futurist” at the Electric Sheep Co., which designs virtual world projects for businesses. “The amount of technological change in the next 10 years is going to equal the entire last century. We’re not going to use that technology to send e-mail faster. We’re going to use it to build virtual worlds.”

As one measure of the recent explosive growth of these online worlds, Second Life has grown to more than 5 million registered users, up from 1.4 million in November. In that virtual adult playground, avatars chat, attend concerts, buy virtual cars and clothes with virtual money called Linden dollars, and even have simulated sex.

But such activities barely scratch the surface of the three-dimensional Web, according to speakers and some of the 600 attendees at the first-of-its-kind Virtual Worlds Conference, held last week at the Museum of Jewish Heritage in lower Manhattan.

Robert Gehorsam, president of Forterra Systems Inc., said that with improvements in technology, virtual worlds could be used to train new employees and allow them to practice job skills. Nurses need several hundred hours of on-the-job training after they graduate from nursing school, but working such trainees into the hectic operations of a hospital can be difficult, he said.

“If you can train nurses on shift-change communication, or the right drug, you’re going to reduce the number of preventable deaths,” said Gehorsam, whose company adapts commercial game technology for the government and medical and corporate clients.

One nonprofit group that has started to tap the potential of virtual worlds is the American Cancer Society, which has held two “Relay for Life” fundraising events “in world,” as denizens of the 3-D Web refer to events in the virtual world. Second Life users made pledges for their avatars, who took part in the runs. At a cost of only $1,200 to rent space on the site, the cancer society raised more than $46,000. It hopes to realize $75,000 at this year’s relay.

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Singapore Contest: HP dangles $70,000 IT Carrot

Hewlett Packard and its partners, StarHub and Symantec this week announced the launch of its inaugural (yes there will be more) HP Total Care Challenge. Singapore Small and Medium Businesses (SMB’s) are invited to submit their ideas on how technology could be used to enhance their company’s growth

To enter Click Here,

The $70,000 not available in cash, which could be very useful for an SMB, is made up of HP services, products and partner offerings. Applicants need to submit an essay of not more than 400 words (not alot so don’t think a novel is required) by April 30 2007.

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Google Earth Gets 3D Berlin…When will Google Earth Get Avatars… itsReal

BERLIN GOES 3D IN GOOGLE EARTH

Click Your Way through the Brandenburg Gate

By Holger Dambeck and Christian Stöcker BridgeLink

As though one Berlin were not enough. A virtual 3D tour of the German capital at Google Earth is the first of its kind. Soon, the site hopes to add a historical tour as well.

 

Berlin has gone virtual. As of Thursday morning, the German capital – from the gigantic Alexanderplatz TV tower right down to the potholes in the side streets — can be seen in Google Earth. The virtual visitor can even enter the new Berlin Central Station and marvel at the Reichstag. Other landmarks are likewise on offer.

 

Photo Gallery: Berlin Goes Virtual

 

 

For now, the pixelated metropolis is largely unpopulated. There are no virtual politicians wandering the government quarter and no virtual shoppers strolling Unter den Linden. It will be a few years yet before online cities like Berlin get mashed up with computer worlds like Second Life.But 3D Berlin is more than just a pretty computer project. Already, there are those dreaming of online shops occupying the same address in the virtual world that their real-world sisters occupy in real life — and with the same wares on display. Indeed, it seems that the virtual parliament buildings, embassies and election campaigns on Second Life are little more than a test run for the digital version of the real world that Google, Microsoft and others are in the process of building.

In order to see Berlin 3D, you need to have the newest version of Google Earth and must access it through this link.

Berlin has proven a willing partner, having supplied the site with content free of charge. Represented by the Business Location Center Berlin-Brandenburg, the German capital commissioned a 3D model of itself from 3D Geo — which it then made available to Google.

“It’s a new dimension to innovative location marketing and investor incentive,” says Harald Wolf, Berlin’s Senator for Economics, Technology and Women’s Issues.

 

Berliners are taking particular delight in having beaten their rival Hamburgers to the chase. On January 17, Hamburg announced it would be the first city in the world to present itself in 3D on Google Earth. The press conference featured a virtual helicopter flight over the city; viewers floated over Hamburg’s city hall and its famous historic port.Google spokesman Stefan Keuchel praised the realistic textures of the facades, obtained using aerial shots of the buildings. He promised that Hamburg 3D would be going online “in a few days or weeks.” Evidently he promised too much — the program is still not online. Data protection issues have delayed the project indefinitely.

The result for Berlin is impressive. Some 44,000 buildings in Berlin’s city center can be seen in the simple view, though the facades are not the real ones. But a complete virtual city tour, coupled with historic narration, is soon to come. Some 550 buildings of particular significance have been singled out with photos of their facades.

A further 50 buildings and building complexes are represented in greater detail. Most novel of all, however, is the attempt to bring virtual visitors inside. Users can wander through the Reichstag, check out the new Berlin Central Station, marvel at the stunning interior of Frank Gehry’s building next to the Brandenburg Gate, and visit the Sony Center and Olympic Stadium.

Five especially prominent buildings be entered virtually and viewed from the inside: the Reichstag (German parliament), the central train station, the DZ Bank on Pariser Platz, the Sony Center and the Olympic Stadium.

Further improvements are sure to come. The race is on for the best 3D city in the world.

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Qwaq Unveils Virtual Spaces Software For Secure Enterprise Collaboration

A virtual Application for Corporates, how real is that… key benefit being… employee productivity !

Qwaq Forums, World’s First Virtual Workspace Application

PALO ALTO, CALIF. – March, 2007 – Qwaq, Inc., the creators of virtual spaces for the enterprise, today announced Qwaq Forums, the world’s only secure virtual workspace application. Qwaq Forums significantly enhances the productivity of distributed teams by bringing critical resources together in a virtual place, as if they were in an actual physical location, and providing them with all the tools and collaboration capabilities they need to work more effectively together. With Qwaq Forums, users can work together to establish workflow steps, create or review information in software applications, and evaluate designs in 2D and 3D, all while discussing topics using built-in text and voice chat. Further enhancing employee productivity, Qwaq Forums virtual workspaces are always available so users can return to a forum at another time to access and view changes that have occurred since they last visited the virtual space.

“Qwaq Forums is the first of several applications we’re building to provide enterprises with virtual spaces for real work,” said Greg Nuyens, Qwaq’s CEO. “We’ve received a fantastic response to the Qwaq Forums deployments in the energy market and by distributed industrial research teams. The virtual workspaces are allowing critical resources to collaborate more frequently and achieve better results.”

Qwaq Forums is easy to set up, use and navigate. Users can “drag-and-drop” content into a workspace from desktop and laptop computers, corporate servers or other locations. Information can be created, edited or reviewed using Microsoft Office and other productivity tools; corporate applications such as SAP, Oracle, or Salesforce.com; design and 3D modeling tools; web browsers; or Enterprise 2.0 applications. Qwaq Forums provides GUI controls that enable users to access remote applications and portals to other environments.

Unlike traditional collaboration tools, which only work while a session is in progress, Qwaq Forums is persistent, meaning it is accessible to authorized users all the time. Users can work with others in real time; enter Qwaq Forums any other time and see changes made by other team members since their last visit; and create or modify content, and hand off work to each other as needed.

“Our industrial research affiliates are scattered around the globe and Qwaq Forums enables us to easily bring these key players together in a virtual workspace,” said Charles House, executive director of Media X at Stanford University. “Qwaq Forums allows us to discuss and collaborate on critical research themes and make better decisions by reviewing intermediate research results more frequently.”

Qwaq Forums uses the Croquet open source software development environment, which enables the creation and deployment of large-scale, distributed multi-user virtual 3D applications and metaverses. The Croquet architecture, supported by the Croquet Consortium, provides synchronous communication, collaboration, resource sharing and computation among large numbers of users on multiple platforms and devices.

Qwaq’s founders, executives and advisory board members are all seasoned technology industry veterans and thought leaders with extensive experience working together to build successful companies. The Qwaq management team and key technical staff all share a deep background in developing and bringing to market highly scalable, distributed systems and have been involved in key industry developments such as graphical user interfaces, persistent networked objects, web services and Croquet. Qwaq’s team includes founder and CTO, David Smith, a 3D pioneer and chief system architect of the Croquet Project; Nuyens, former CEO of instant802, chief technologist at Inktomi and Xerox PARC alumni; and Vice President of Enterprise, Remy Malan, former marketing vice president at AtWeb and director at Sun Microsystems. Qwaq Advisory board members include Alan Kay, founder of the Croquet Project, winner of the Kyoto Prize, Turing and Draper Awards, and one of the earliest pioneers of object-oriented programming, personal computing, and graphical user interfaces; and Internet pioneer and Croquet architect David Reed.

Qwaq Forums is available immediately as a hosted service. A version of Qwaq Forums that can be deployed in the enterprise, behind the corporate firewall, will be available in the second quarter of 2007. For more information, visit www.qwaq.com

About Qwaq, Inc.

Qwaq, Inc. is creating virtual spaces for the enterprise that enable collaboration in ways that weren’t possible before. Qwaq Forums, the company’s first product, is a secure virtual workspace application that significantly increases the productivity of distributed teams by bringing critical resources together in virtual places, as if they were in an actual physical location. A highly interactive and persistent environment, Qwaq Forums enables users to work, collaborate with others, and identify and solve problems.

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New SINGAPORE Portal: Want to KNOW anything about Singapore ?

Yesterday I picked up a Zocard, they often advertise GEMS of information not easily sourced elsewhere, enough plugging of ZOCARD‘s awesum services, anyway if you check out www.sg – there you will find anything that you might need to know about this small but massively commerce and technology driven island called SINGAPORE.

Do check out www.sg if you need to find something out that might help you as they have business, visitor and event happenings and listings.

The information is FREE

BTW – Nowhere else in the world have a found like SINGAPORE for Best Buy Branded Technology and Gadgets that you can TRUST when you arrive home will be supported by international warranties.

SINGAPORE is the place for SHOPPING

The current IT Show here at Suntec City (see an earlier post) is proof of my advice above.

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Singapore News: Launch of No Fuss, Easy to Use Online Payment Structure, BuyButtonz

Next Generation Payment Structure to Set Benchmark for Online Purchasing Options

BuyButtonz

Singapore’s largest online payment gateway, eNETS, today announced a strategic alliance with online payment services provider, Chain Fusion, to launch BuyButtonz. This new service will be Singapore’s most affordable, most flexible and fastest payment platform for those wanting to conduct any online, e-commerce transactions over the Internet.

The new BuyButtonz service is powered and managed by Chain Fusion and will tap on eNETS to provide a safe and efficient online payment gateway. This initiative is in line with Singapore Government’s iN2015 master plan for the next decade, where electronic payments will play a vital role in transforming the nation into an intelligent society

Through BuyButtonz, prospective sellers can easily register themselves and attach a transaction button at any HTML website or email, creating new opportunities for small-time users who are selling any number of items. This is a stark difference from existing solutions which require sellers to be at least 18 years old and have a registered organisation to conduct business.

“eNETS is about innovative, smart and savvy solutions and our strategic alliance with Chain Fusion is one of the ways we exemplify this. We can now provide users with a convenient and efficient way of doing business online, no matter how small the transaction,” said eNETS General Manager, Raj Lorenz.

CEO of Chain Fusion, Mr Wong Wei Tuck said, “Our strategic alliance with eNETS allows us to tap on their payment gateway to create synergy with our services. Together, we have created a safe and convenient platform for online transactions. Singaporeans should try using BuyButtonz to find out how easy it is!”
21 year old Amanda Lin, owner of website http://www.koshinaka.blogspot.com and who started selling wigs from the pilot phase of BuyButtonz, said: “BuyButtonz helps me to document sales and saves me the trouble of constantly giving out my bank account number to customers.”

Since the pilot of this system, more than 250 users have registered at http://www.buybuttonz.com. Most of the transactions have an average selling price of between $20 and $60.

BuyButtonz offers the users unprecedented benefits of affordability, convenience, security and speed. The registration is straight-forward and a user can set up an account in just 10 minutes.

The system runs on an SSL2 platform, which is equivalent to most existing secured payment platforms. Further, the system employs a mobile phone 2-factor authentication tool such that buyers receive a security PIN via an automated telephone call every time they use the system to make payment. This means that the merchants are protected against fraudsters who may make the purchase and claim later that they had not approved the payment. As the system requires locally registered mobile numbers, overseas payment is not applicable.

To get started, online sellers need to log on to http://www.buybuttonz.com to register an account. They will then be required to submit their mobile phone number, particulars and bank account details. Subsequently, an HTML code will be presented to the seller and the seller can copy the code and paste it at any HTML website or email for the button to work.

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eNets

Step by step guide to registering a BuyButtonz
To sell items online using BuyButtonz, users must create an account in advance.

Account registration takes only 3 simple steps:
1. Go to BuyButtonz login screen and click on “Register” button.
2. Specify Referrer ID and mobile number.
3. Filling in business information for the purpose of payment to items sold.

The registration process is described in detail with screen shots below:
Step 1: To subscribe a seller account, click on “Register” button at login screen.

Step 2: Choose a referrer from the dropdown list and key in the mobile number. The mobile phone must be access-able as an activation pin will be sent to the user upon completion of registration.

Read the terms and conditions by clicking “I accept the terms and conditions” link. Tick the checkbox if the terms and conditions are agreeable, and click on “Next” button to proceed.

Step 3: Key in the required information, which is marked with * sign(Mandatory Fields). Review and once confirm, click on “Next” button to proceed. The ID will be shown at registration confirmation page. In a short while, the user will receive a call with an account activation pin.

All new sellers must activate their accounts at their first login, to ensure the correct person is registering the account.

There are 2 steps to proceed, as described below:

Step 1: Login with the login name and password chosen during registration. Click on “Login” button to proceed.

Step 2:
Key in the activation pin given and click on “Activate” button to proceed. The user will be redirected to login screen if activation is successful. If the user has forgotten the pin or has activation problem with the pin, he/she can click on “Forgot/Resend Activation Pin” button to receive the pin again.

ChainFusion

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Virtual CDC spreads like FLU in SecondLife & Whyville – itSreal


Agency enters Web’s cyberspace universes to attract Internet users, market health messages to new audience.

Source : By Alison Young
The Atlanta Journal-Constitution

There’s a virtual world where the Centers for Disease Control and Prevention recently helped give flu shots to more than 10,000 virtual children before a virtual flu virus was unleashed, sending the virtually sneezing to virtual clinics for treatment.

In another Internet world for adults, the CDC has a virtual headquarters and a virtual CDC employee holding health fairs.

What is one of the most respected agencies of the federal government doing dabbling in Web-based virtual worlds that are more like video games than a science symposium?

Officials at the Atlanta-based agency say they’re exploring innovative ways to educate Net-savvy people about important health issues.

The CDC has joined corporate powerhouses Toyota, IBM and American Apparel in setting up shop in these virtual worlds. The federal space agency NASA is there. So are a few members of Congress. And most importantly, millions of people are there, part of a growing audience for a new breed of marketing messages.

“We can’t always expect people to come to our Web site or use our tools directly,” Janice Nall, director of the CDC’s Division of e-Health Marketing, said this week. The CDC is one of a handful of government agencies staking a place in Web-based virtual worlds such as Second Life (www.secondlife.com) and Whyville (www.whyville.net).

“People are congregating on different spots on the Internet,” Nall said. “And we need to take our messages out there to see how they’re received.”

Virtual worlds, sometimes called “metaverses,” are sites on the Internet where a growing community of people gather, socialize, play and even participate in a virtual economy of virtual malls, real estate sales and casino gaming. Unlike the Web that you surf in a detached fashion, participants in virtual worlds create a virtual self, a computer-generated 3-D character called an avatar to interact with the world and its residents.

Such Internet worlds and interactive online games have been around for years. But as the number of people participating in some worlds has grown into the millions, businesses and others have started exploring them as a new forum for mass advertising and communication.

“Wells Fargo Bank was one of the first corporations to have its own bank in Second Life,” said Celia Pearce, a professor in Georgia Tech’s School of Literature, Communication and Culture who studies virtual worlds. “MTV has its own island there now where it stages concerts with streaming video or interviews with music stars. IBM has started to develop a Second Life world headquarters, as has Reuters.”

Beyond the static banner ads Web users are accustomed to seeing —- or ignoring —- virtual worlds allow for a form of interactive marketing and advertising, she said. Instead of seeing an ad about a car, in a virtual world car companies allow your avatar to build or use a brand-name car, she said.

The communication potential has also prompted a handful of federal agencies to establish pilot projects in virtual worlds such as Second Life and Whyville.

Second Life, launched in 2003, has more than 3.9 million avatar residents from around the world —- and more than 400,000 logged in within the past week, according to Linden Lab, the San Francisco-based creator of Second Life.

The average age of participants is 33, and they must have a high-speed Internet connection and a powerful computer capable of handling intensive graphics.

Corporations are being joined in the virtual world by nonprofit, government and activist groups. Sweden is building a virtual embassy. A Spanish charity has created a virtual homeless boy in Second Life. The Genocide Intervention Network has created a virtual Camp Darfur.

The U.S. National Oceanic and Atmospheric Administration has a whole island where visitors can ride through a hurricane on an airplane, stand on a beach and experience a tsunami.

“Think of it as Disney World meets science education,” said Eric Hackathorn, the lead architect for the Second Life project at NOAA’s Earth System Research Lab. “It provides so much more immersion than traditional Web sites do.”

NOAA spent $1,000 to purchase its island in Second Life, about $15,000 for a computer graphics contractor to develop the experience and about $150 a month in maintenance fees, Hackathorn said. “We’re not spending a lot considering the potential return,” he said. About 1,000 people visited during two weeks in January.

A year ago John Anderton, one of CDC’s associate directors of communication science, saw a video about Second Life and got hooked.

“I thought what a great opportunity for CDC to put some of its health information into a different tool to get it out to people who are participating there,” he said Wednesday.

Last year Anderton created a virtual CDC employee, naming her Hygeia Philo. Hygeia is the Greek goddess of health, whose statue is on the CDC campus. Second Life requires participants to pick from a list of last names, and Anderton chose Philo because it gave the agency’s avatar a name that means “lover of health.”

A striking cyberwoman with long, auburn hair, the CDC’s virtual employee needed more professional attire than the clothing that came with the free, standard-issue avatar.

So Anderton had Hygeia go to a virtual mall in this virtual world and purchase a tailored pinstriped business suit. The cost: about 33 cents of real money, he said. He later spent $72 to buy some virtual land in Second Life.

Anderton said he has spent less than 5 percent of his time on the Second Life project and about $75 of CDC’s money.

The virtual CDC, in place since last fall, is a modest outpost in Second Life. It’s mostly a series of wall displays that links visitors to the CDC’s real-life Web site (www.cdc.gov).

A visit to the virtual CDC on Wednesday by a virtual reporter found the site empty of other visitors.

The virtual CDC averages only about 100 visitors a month, Anderton said. In contrast, the CDC’s real-world Web site receives 8 million visits a month.

In November, Hygeia staffed a virtual CDC booth at a health expo within Second Life that drew more than 250 virtual people.

CDC’s flu-shot campaign in the virtual world of Whyville, however, caught the attention of thousands.

Whyville, launched in 1999, is a popular virtual world targeting 8- to 15-year-olds. It has 1.7 million registered “citizens” who log in to play games, learn about science and other topics, and socialize.

Last fall, CDC worked with Whyville creator Numedeon Inc. to conduct a campaign for kids’ avatars to be vaccinated against the “Why-Flu.” The effort cost CDC $2,000, said Nall, the agency’s e-Health Marketing director.

“It was an opportunity to talk with kids about science and get across the concept of vaccination as a good thing,” she said.

CDC officials said their recent exploration of health education in these virtual worlds is just part of an overall strategy to get information to the public.

While most health information is still communicated through more traditional means —- from brochures to the cdc.gov Web site —- the agency is seeking to use emerging technologies to reach new audiences, Nall said.

The agency is discussing its experiences with these initial projects and how its presence in virtual worlds can be expanded to have a greater impact.

“We have to be mindful of what’s happening in the marketplace so we can be there,” said Nall. “We’re supposed to be leading in public health. Not following.”

GETTING A VIRTUAL LIFE

What do you need?

> To participate in Second Life, you need a high-speed Internet connection and a computer that’s able to handle the world’s rich graphics. The better and faster the computer, the smoother your experience. Go to http://www.secondlife.com for specific system requirements and to download a free program that lets you create a basic avatar and access the virtual world.

> Whyville, which is targeted toward teens and preteens, is more accommodating of lesser computers. Just go to http://www.whyville.net and fill out a registration form. Parental permission is required.

What does it cost?

It’s free for basic access in both sites. But if you want to buy things —- like clothing or a new hairstyle for your avatar or a plot of land in Second Life, you need to deposit real-life cash with a credit card into a virtual world account.

Where can I learn more about federal agencies’ virtual activities?

The National Oceanic and Atmospheric Administration has a real-world Web site devoted to its island in Second Life. Go to www.esrl.noaa.gov/outreach/sl/ to read more and take a video tour.

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